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Author Topic: Future of the Fortress  (Read 158029 times)

flap

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Re: Future of the Fortress
« Reply #60 on: February 12, 2007, 05:08:00 am »

Hidden valley looks nice. Some place to harvest  without the threat of mean wild animals !

Really, I do like these maps... It is not sich a big deal if for the few next releases the DF does not work that well, compared to what these rich new features might bring.

And Toady keeps shaping, carefully, bits after bits this new world...

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Silveron

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Re: Future of the Fortress
« Reply #61 on: February 12, 2007, 08:01:00 am »

Wow. <jaw>
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Abyssal Squid

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Re: Future of the Fortress
« Reply #62 on: February 12, 2007, 08:41:00 am »

I'd imagine this is unrelated as far as the code is concerned, but are there plans to have hills and slopes and such, so that the entirety of a mountain isn't cliff face?  It would be great to be able to site your entrance in a gorge behind a waterfall and to be able walk around from the base of the waterfall to the top, or to do line-of-sight things with enemies in hilly terrain.
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Casey

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Re: Future of the Fortress
« Reply #63 on: February 12, 2007, 02:05:00 pm »

*wipes drool off chin*

I really REALLY want to play those maps.  :cool:

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Eiba

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Re: Future of the Fortress
« Reply #64 on: February 12, 2007, 03:08:00 pm »

Wait, the army is supposed to be the highlight of the new update? I'm sorry, but I can't conceive of any way an army could be one fifth as awesome as these new varied starting maps...

In the last picture, not only was the hidden valley actually really cool, but the little island of mountain too- Oftentimes I like my miniature pocket fortress (for use before mining out the real one beyond the chasm) far more than the final one... to make a pocket fortress in such an outcropping...
*shudders with delight*

You might have to tweak the cave-in system for such islands (and even peninsulas) otherwise it might get a bit weird logically (mine it all out and you'd have, briefly, a floating island of rock... that would then crumble in the middle and be fine...)

Edit: Oh, and are those multiple biomes I see on the "smallish one" map? Sweet! If they are, would you do anything to prevent animals from moving between impropper biomes (deer wandering out of their forest into a desert...)?

[ February 12, 2007: Message edited by: Eiba ]

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Pnx

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Re: Future of the Fortress
« Reply #65 on: February 12, 2007, 05:16:00 pm »

Hmmm well everyone we have yet more proof that Toady should be worshipped like a GOD!
Hang on is there already a cult doing that? Cus if there isn’t we should start one. I feel like there should already be one and I just don’t want to mess with the power of Toady fanatics... I WANT TO CONTROL IT!!!


Oh and near as I can figure this is sort of working on armies because it has to be done to sort out allot of stuff about groups moving about in the world I think. It's a little complicated to explain and I'm horrible at explaining this stuff, plus I might be wrong so I leave it to Toady.

PS: Yes I have returned to irritate and haunt all around me, I've been busy working on- well I really shouldn't say and I don't want or feel like saying so let's just say I've been really busy.

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haftan

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Re: Future of the Fortress
« Reply #66 on: February 12, 2007, 06:01:00 pm »

How about a short term solution if it is easy to code?  Send excess migrants into the wilderness with some tools and tell them to make stuff.  They then can send you caravans of their raw or finished material depending on how well they do.  or they can get wiped out on the way there by wolves.  Just throw up a page with "Colony" stats and tell us how its going.  no need to directly control it now.  What do you think?
sort of a mini game.
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JT

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Re: Future of the Fortress
« Reply #67 on: February 12, 2007, 06:42:00 pm »

I don't think there's a Toady One cult, but I could start one.  I'll need $10,000 and for you to sign a form declaring your unending servitude to the cult.


As for the dynamic cliff faces themselves, I'm shuddering with anticipation.  This is exactly what I envisioned when you said you were working on this, and I'm just... I'm just... so happy... *sniffles*

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Haakon

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Re: Future of the Fortress
« Reply #68 on: February 12, 2007, 08:55:00 pm »

Just so I've got a better idea, how is cliff face currently oriented? North-South (fortress mode-style) or East-West (adventure mode-style)?

And the images look great. Unbelievable. This is going to be a fantastic release!  :D

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Raufgar

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Re: Future of the Fortress
« Reply #69 on: February 12, 2007, 10:21:00 pm »

Ooooo, I can't wait....

/me loves islands of rock and hidden valleys, loves the cragginess of the place, makes making fortresses much more fun!!!

....starting to look more and more like Evil Genius, I'm so happy.......

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Genuine

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Re: Future of the Fortress
« Reply #70 on: February 13, 2007, 02:18:00 am »

Joining in with the love of the new features. Small valleys and cliff faces that lead to creative designs.

I'm lovin' it.

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qwip

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Re: Future of the Fortress
« Reply #71 on: February 13, 2007, 10:00:00 am »

Craggy uneven cliffs AND less defined ranges for the appearance of the cave river, chasm, magma...?
I'm really gonna have to get over my anal retentive need for symmetrical fortresses and pretty layouts... Otherwise I'll be restarting fortresses left and right: "What do you mean there's a chasm in the dining room?"
(But having a pocket fortress in a little rock island outcropping is SWEET!)

Have there been any plans/statements about cave depth/elevation with regard to water/magma flow. I've read that irrigating your farms with outside river water means the cave river is running *uphill*. Isn't the same true for channeling magma to your front gate?
Perhaps there are "topographical" elevation lines and fluids can only be channel "up" 1 or 2 "elevations".
(I know, I know, z-axis stuff hasn't been tackled yet...)

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qwip

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Pnx

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Re: Future of the Fortress
« Reply #72 on: February 13, 2007, 10:09:00 am »

There is several possibilities so far.

A.) Toss the whole thing and just have metals get better as you go along and stick in things like fissures with magma and water spouts maybe some small chasms.

B.) Have mountains of a big enough size have the cave river, chasm, magma, pits and finally a big pit with adamantite around it all in a circular pattern inside it so it goes all the way round.

C.) Has it occured to anybody that in a fortress you can dig DOWN and have all the space you need, though this might be a little complicated.

But again I leave it to Toady.

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Toady One

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Re: Future of the Fortress
« Reply #73 on: February 13, 2007, 09:26:00 pm »

As far as hills and smoother elevation changes go, the biggest problem is the display.

There can be multiple biomes on one map, yeah.  There's no need to keep the animals out of the other adjacent biome squares, although they could check if it starts looking too strange.

The inside features are definitely going to be different.  The end game will probably be tossed in some fortresses for now, to be replaced by whatever.

Right now, the entire map is assumed to be level, more or less, except for the magic channels that stop things from flowing beyond them.  The outdoor river used to be 'downhill' from the mountain, but that code, which didn't work in the first place, has now been removed.  Outdoor farming is fine, though adversaries should exploit the opening.  So the magma isn't 'downward', just deeper (horizontally) in the mountain.  Now, this wasn't really the idea, it's just supposed to be whatever it is without strictly catering to geometry and physics.  Doing fluid dynamics over a 480x480 map isn't possibly in real time at this point.  It will be even less possible when a Z coord is added, but at least it'll be more clear where up and down are.

Also keep in mind that if the same Z range is permitted in dwarf mode that exists in adventure mode, and you dig widely enough to allocate all of the blocks in the 480x480x31 map, there will be serious performance and even memory issues.

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Mechanoid

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Re: Future of the Fortress
« Reply #74 on: February 14, 2007, 02:02:00 am »

Looking at the mountain range, i practically changed my pants every other tile i looked at, but it makes me wonder just the hell we'll have to experience trying to run from enemies that ambush us when the army arc is in! Hopefully adventure mode butchering and refilling water skins will be put in /fixed soon, because you'd definitely starve /dehydrate if you tried to get around the mountain range tile by tile!
Makes highly skilled characters all the more impressive -- killing a band of 20 goblins, running along, maintaining your supplies. An honest challenge of survival, at last, a true adventure!
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Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"
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